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An About Face: Diverse Representation in Games

Published: 23 October 2018 Publication History

Abstract

A lack of racial-ethnic diversity in game characters and limited customization options render in-game self-representation by players of colour fraught. We present a mixed-methods study of what players from different race-ethnicities require to feel digitally represented by in-game characters. Although skin tone emerged as a predominant feature among players from all racial-ethnic groupings, there were significant group differences for more nuanced aspects of representation, including hair texture, style, and colour, facial physiognomy, body shape, personality, and eye colour and dimension. Situated within theories of how race is conveyed, we discuss how developers can support players of colour to feel represented by in-game characters while avoiding stereotyping, tokenism, prototypicality, and high-tech blackface. Our results reinforce player needs for self-representation and suggest that customization options must be more than skin deep.

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cover image ACM Conferences
CHI PLAY '18: Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play
October 2018
563 pages
ISBN:9781450356244
DOI:10.1145/3242671
  • General Chairs:
  • Florian 'Floyd' Mueller,
  • Daniel Johnson,
  • Ben Schouten,
  • Program Chairs:
  • Phoebe O. Toups Dugas,
  • Peta Wyeth
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 23 October 2018

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Author Tags

  1. appearance
  2. characters
  3. digital characters
  4. ethnicity
  5. games
  6. identification
  7. race
  8. representation

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CHI PLAY '18
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CHI PLAY '18 Paper Acceptance Rate 43 of 123 submissions, 35%;
Overall Acceptance Rate 421 of 1,386 submissions, 30%

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Cited By

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  • (2024)A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in ChinaProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642306(1-15)Online publication date: 11-May-2024
  • (2024)Measuring Virtual Embodiment: A Psychometric Investigation of a Standardised Questionnaire for the Psychological SciencesComputers in Human Behavior Reports10.1016/j.chbr.2024.100422(100422)Online publication date: Apr-2024
  • (2024)How StarCraft II Players Cope with Toxicity: Insights from Player InterviewsHCI in Games10.1007/978-3-031-60695-3_14(203-219)Online publication date: 30-May-2024
  • (2023)Play and Resistance: Intersecting Identities and Implicit Biases in Gamified Educational ToolsExtended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544549.3585792(1-7)Online publication date: 19-Apr-2023
  • (2023)Towards Inclusive Avatars: Disability Representation in Avatar PlatformsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581481(1-13)Online publication date: 19-Apr-2023
  • (2023)We are the Data: Challenges and Opportunities for Creating Demographically Diverse AnthropographicsProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581086(1-14)Online publication date: 19-Apr-2023
  • (2023)Representation Matters: The Case for Diversifying Sign Language Avatars2023 IEEE International Conference on Acoustics, Speech, and Signal Processing Workshops (ICASSPW)10.1109/ICASSPW59220.2023.10193409(1-5)Online publication date: 4-Jun-2023
  • (2023)Exploring the Relationship Between Attribute Discrepancy and Avatar Embodiment in Immersive Social Virtual RealityCyberpsychology, Behavior, and Social Networking10.1089/cyber.2023.021026:11(835-842)Online publication date: 1-Nov-2023
  • (2022)Having skin in the game: How players purchase representation in gamesConvergence: The International Journal of Research into New Media Technologies10.1177/1354856522109971328:6(1621-1642)Online publication date: 16-May-2022
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